code:
:: Sea Dolphins [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "dogpack">>
<<beast3init>><<set $beasttype to "dolphin">><<set $water to 1>><<set $claws to 0>>
<<if $daystate isnot "night" and $location is "beach">>
<<set $rescue to 1>>
<</if>>
<</if>>

<<effects>>
<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

<<if $alarm is 1 and $rescue is 1>>
<<link [[Next|Sea Dolphins Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Sea Dolphins Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Sea Dolphins Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sea Dolphins]]>><</link>><<nexttext>>
<</if>>

:: Sea Dolphins Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
The $beasttype recoils in pain and fear, but another is eager for a go.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 2>>
The $beasttype recoils in pain and fear, but the last is eager for a go.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 1>>
The $beasttype recoils in pain and fear.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype moves and another takes its turn.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype moves and the last takes its turn.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 1>>
Satisfied, the $beasttype moves away from you.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<elseif $finish is 1>>

<<if $enemywounded is 1 and $enemyejaculated is 0>>
The $beasttype whimpers and flees into the darkness of the sea.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The $beasttype leaves you floating in the water.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the dolphins flee into the sea.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The dolphins leave you spent and shivering in the water.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The dolphins leave you spent and shivering in the water.
<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>>

<<generate1>><<person1>>A whistle blows, startling the dolphins. A lifeguard in a small boat races toward you. The dolphins make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>
<</if>>

:: Beast Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
The $beasttype recoils in pain and fear, but another takes its place.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 2>>
The $beasttype recoils in pain and fear, but the other takes its place.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 1>>
The $beasttype recoils in pain and fear.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype leaves you be. Another takes its place.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype leaves you be. The other takes its place.<<set $beastno -= 1>>

[[Next|Sea Dolphins]]

<<elseif $beastno is 1>>
Satisfied, the $beasttype leaves you be.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</link>>

<<elseif $finish is 1>>

<<if $enemywounded is 1 and $enemyejaculated is 0>>
The $beasttype whimpers and flees into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
The $beasttype leaves you lying on the pavement.
<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
Feeling that you're more trouble than you're worth, the $beasttype flee into the darkness.
<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
The $beasttype leave you spent and shivering on the pavement.
<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
The $beasttype leave you spent and shivering on the pavement. One is slowed by a limp.
<</if>>

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $alarm is 1 and $rescue is 1>>

<<clotheson>>
<<endcombat>>

<<destinationeventend>>
<</if>>

:: Sea Eels [nobr]
<<set $outside to 1>><<set $location to "sea">><<effects>>

<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<molested>>
<<controlloss>>
<<set $combat to 1>>
<<set $swarmname to "swarms">>
<<set $swarmmove to "moving towards you">>
<<set $swarmcreature to "eels">>
<<set $swarmspill to "encircle you">>
<<set $swarmsteady to "fend off">>
<<set $swarmSteady to "Fend off">>
<<set $swarmcount to 10>>
<<set $swarm1 to "active">>
<<set $swarm2 to "contained">>
<<set $swarm3 to "contained">>
<<set $swarm4 to "contained">>
<<set $swarm5 to "contained">>
<<set $swarm6 to "contained">>
<<set $swarm7 to "contained">>
<<set $swarm8 to "contained">>
<<set $swarm9 to "contained">>
<<set $swarm10 to "contained">>
<<set $swarmactive to 1>>
<<set $swimdistance to 15>>
<<set $water to 1>>
<</if>>

<<if $swimdistance gte 20>>
You need to start swimming toward the buoy!
<<elseif $swimdistance gte 10>>
The buoy is still a long way off.
<<elseif $swimdistance gte 5>>
You've passed half way to the buoy.
<<elseif $swimdistance gte 1>>
You're almost at the buoy.
<<else>>
The buoy is within arm's reach!
<</if>>

<<swarmeffects>>
<<swarm>>
<<swarmactions>>

<<if $stress gte 10000>>
<<link [[Next|Sea Eels Finish]]>><</link>><<nexttext>>
<<elseif $swimdistance lte 0>>
<<link [[Next|Sea Eels Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Sea Eels Finish [nobr]
<<effects>>

<<if $stress gte 10000>>

It's all just too much for you. You pass out.

<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underoff isnot 0>>
<<underruined>>
<</if>>

<<endcombat>>

<<link [[Next|Passout Beach]]>><<pass 1 hour>><</link>>

<<else>>

<<tearful>> you haul yourself out of the water. The eels wriggle off of you to escape the open air. You cling to the buoy and hang above the writhing mass. The swarms soon dissipate and return to the depths.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

:: Sea Beach Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>>
<<if $daystate isnot "night" and $location is "beach">>
<<set $rescue to 1>>
<</if>>

<<if $phase isnot 1>>
You try to pull away, but <<he>> won't let you!

<<else>>
<<set $lefthand to "arms">>
<<set $leftarm to "grappled">>
<<set $rightarm to "grappled">>
<<set $righthand to "mouth">>
<<set $mouthuse to "grappled">>
<</if>>

<<elseif $sexstart is 1>>
<<set $sexstart to 0>>
<<promiscuity1>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "molestationhome">>
<<man1init>>
<<set $enemytrust += 100>>
<<if $daystate isnot "night" and $location is "beach">>
<<set $rescue to 1>>
<</if>>

<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Sea Beach Molestation Finish]]>><</link>><<nexttext>>
<<elseif $finish is 1>>
<<link [[Next|Sea Beach Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Sea Beach Molestation Finish]]>><</link>><<nexttext>>
<<elseif $alarm is 1 and $rescue is 1>>
<<link [[Next|Sea Beach Molestation Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sea Beach Molestation]]>><</link>><<nexttext>>
<</if>>

:: Sea Beach Molestation Finish [nobr]
<<effects>>

<<if $finish is 1>>

The <<person>> looks around for someone else to hassle.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyhealth lte 0>>

<<effects>>

<<He>> falls backwards into the water. By the time <<he>> recovers, you've disappeared into the crowds. <<tearful>> you gather yourself.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>

<<if $enemyanger gte ($enemyangermax / 5) * 3>>
Satisfied, <<he>> kicks you and swims away.<<violence 3>>

<<elseif $enemyanger gte 1>>
Without a word, <<he>> leaves you floating in the water.

<<else>>
Smiling, <<he>> kisses you on the cheek. <<He>> leaves you floating in the water.

<</if>>

<<tearful>> you gather yourself.

<<clotheson>>

<<endcombat>>

<<destinationeventend>>

<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>>

<<generate1>><<person1>>A whistle blows, startling the <<personstop>> A lifeguard in a small boat races toward you. The <<person>> gives you an angry look, but leaves without further fuss. Seeing <<him>> leave, the lifeguard heads back to the beach. <<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

:: Boat Molestation [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemytrust -= 20>>
<</if>>

<<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Boat Molestation Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Boat Molestation Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Boat Molestation]]>><</link>><<nexttext>>
<</if>>

:: Boat Molestation Finish [nobr]
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>

Finished with you, they dump you unceremoniously into the sea.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<tearful>> you swim to the surface.

<<clotheson>>
<<endcombat>>

<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>

<<elseif $enemyhealth lte 0>>

They recoil in pain. "Fuck, it's a violent one," says the <<person1>><<personstop>> They push you off the boat.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<tearful>> you swim to the surface.

<<clotheson>>
<<endcombat>>

<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>

<</if>>

:: Sea Vore [nobr]
<<set $outside to 1>><<set $location to "sea">><<effects>>

<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<molested>>
<<controlloss>>

	<<if $tentacledisable is "f" and $hallucinations gte 1>>
	<<set $enemytype to "tentacles">>
	<<set $tentacleno to 2>>
	<<set $tentaclehealth to 15>>
	<<tentaclestart>>
	<<set $alltentacles[0].shaft to "leftarm">><<set $leftarm to "grappled">>
	<<set $alltentacles[1].shaft to "rightarm">><<set $rightarm to "grappled">>
	A $alltentacles[0].name tentacle and $alltentacles[1].name tentacle emerge from the creature and restrain your arms.

	<</if>>

<<set $vorestage to 1>>
<<set $vorecreature to "whale">>
<<set $vorestrength to 1>>
	<<if $hallucinations gte 1>>
	<<set $voretentacles to 1>>
	<<else>>
	<<set $voretentacles to 0>>
	<</if>>
<</if>>

<<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">>
<<voreeffects>><<effectstentacles>>
<<vore>><<tentacles>>
<<statetentacles>>
<<voreactions>><<actionstentacles>>
<<else>>
<<voreeffects>>
<<vore>>
<<voreactions>>
<</if>>

<<if $stress gte 10000>>
<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestage lte 0>>
<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<elseif $vorestomach gte 5>>
<<link [[Next|Sea Vore Finish]]>><</link>><<nexttext>>
<<else>>
<<link "Next">><><</link>><<nexttext>>
<</if>>

:: Sea Vore Finish [nobr]
<<effects>>

<<if $stress gte 10000 or $vorestomach gte 5>>

It's all just too much for you. You pass out.

<<if $upperoff isnot 0>>
<<upperruined>>
<</if>>
<<if $loweroff isnot 0>>
<<lowerruined>>
<</if>>
<<if $underoff isnot 0>>
<<underruined>>
<</if>>

<<endcombat>>

<<link [[Next|Passout Beach]]>><<pass 1 hour>><</link>>

<<else>>

<<tearful>> you haul yourself out of the $vorecreature's maw. It decides against pursuing you further, and disappears back into the depths.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<</if>>

:: Sea Tangle Undress [nobr]
<<water>><<effects>>

You <<nervously>> remove your <<bottomscomma>> exposing yourself beneath the water. Once removed, it's easy to untangle it from the seaweed.<<exhibitionism1>>

<<destinationeventend>>

:: Sea Tangle [nobr]
<<water>><<effects>>

You start to untangle yourself without undressing. It takes a minute to free yourself.

<<destinationeventend>>

:: Sea Rape [nobr]
<<if $molestationstart is 1>>
<<set $molestationstart to 0>>
<<controlloss>>
<<violence 1>>
<<neutral 1>>
<<molested>>
<<set $event to "molestationhome">>
<<man1init>><<set $enemyarousalmax to 200>>
<<set $mouth to "underwater">>

<</if>>

<<underwater>><<effects>>

<<effectsman>><<man>>

<<stateman>>

<<actionsman>>

<<if $enemyhealth lte 0>>
<<link [[Next|Sea Rape Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Sea Rape Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sea Rape]]>><</link>><<nexttext>>
<</if>>

:: Sea Rape Finish [nobr]
<<effects>>

<<if $enemyarousal gte $enemyarousalmax>>

<<ejaculation>>

<<He>> leaves you alone, and you struggle to the surface for air.

<<if $upperoff isnot 0>>
<<uppersteal>>
<</if>>

<<if $loweroff isnot 0>>
<<lowersteal>>
<</if>>

<<if $underoff isnot 0>>
<<understeal>>
<</if>>

<<tearful>> you cough and splutter.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $enemyhealth lte 0>>

The <<person>> suddenly recoils from you. It looks like something is wrong with <<his>> diving mask. <<He>> swims away, and you struggle to the surface for air.

<<tearful>> you cough and splutter.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>
<</if>>

:: Sea Tentacles [nobr]
<<set $outside to 1>><<set $location to "sea">>

<<if $molestationstart is 1>><<set $molestationstart to 0>>
<<set $combat to 1>>
<<set $enemytype to "tentacles">>
<<controlloss>>
<<molested>>
<<set $tentacleno to 8>>
<<set $tentaclehealth to 15>>
<<tentaclestart>>
<<set $alltentacles[0].shaft to "waist">>

<</if>>

<<effects>>
<<effectstentacles>>
<<tentacles>>
<<statetentacles>>
<<actionstentacles>>

<<if $activetentacleno lte ($tentacleno / 2)>>
<<link [[Next|Sea Tentacles Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sea Tentacles]]>><</link>><<nexttext>>
<</if>>

:: Sea Tentacles Finish [nobr]
<<water>><<effects>>

The creature loses interest in you, and returns to the depths. <<tearful>> you struggle to stay afloat.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

:: Sea Dolphins Sex [nobr]
<<if $sexstart is 1>>
<<set $sexstart to 0>>
<<consensual>>
<<set $consensual to 1>>
<<neutral 1>>
<<set $event to "dogpack">>
<<beast3init>><<set $beasttype to "dolphin">><<set $water to 1>><<set $claws to 0>>
<<if $daystate isnot "night" and $location is "beach">>
<<set $rescue to 1>>
<</if>>
You pet further and further down the dolphin's belly. They take the hint, and swim closer to you in excitement.<<deviancy3>>
<</if>>

<<effects>>
<<effectsman>>
<<beast>>

<<stateman>>

<<actionsman>>

<<if $alarm is 1 and $rescue is 1>>
<<link [[Next|Sea Dolphins Sex Finish]]>><</link>><<nexttext>>
<<elseif $finish is 1>>
<<link [[Next|Sea Dolphins Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyarousal gte $enemyarousalmax>>
<<link [[Next|Sea Dolphins Sex Finish]]>><</link>><<nexttext>>
<<elseif $enemyhealth lte 0>>
<<link [[Next|Sea Dolphins Sex Finish]]>><</link>><<nexttext>>
<<else>>
<<link [[Next|Sea Dolphins Sex]]>><</link>><<nexttext>>
<</if>>

:: Sea Dolphins Sex Finish [nobr]
<<effects>>

<<if $enemyhealth lte 0>>

<<beastwound>>

<<if $beastno gte 3>>
The $beasttype recoils in pain and fear, but another is eager for a go.<<set $beastno -= 1>>

[[Next|Sea Dolphins Sex]]

<<elseif $beastno is 2>>
The $beasttype recoils in pain and fear, but the last is eager for a go.<<set $beastno -= 1>>

[[Next|Sea Dolphins Sex]]

<<elseif $beastno is 1>>
The $beasttype recoils in pain and fear.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<elseif $enemyarousal gte $enemyarousalmax>>

<<beastejaculation>>

<<if $beastno gte 3>>
Satisfied, the $beasttype moves and another takes its turn.<<set $beastno -= 1>>

[[Next|Sea Dolphins Sex]]

<<elseif $beastno is 2>>
Satisfied, the $beasttype moves and the last takes its turn.<<set $beastno -= 1>>

[[Next|Sea Dolphins Sex]]

<<elseif $beastno is 1>>
Satisfied, the $beasttype moves away from you.<<set $beastno -= 1>>

<<link [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</link>>

<</if>>

<<elseif $finish is 1>>

<<if $consensual is 1>>
The dolphins swim away from you.

<<else>>
	<<if $enemywounded is 1 and $enemyejaculated is 0>>
	The $beasttype whimpers and flees into the darkness of the sea.
	<<elseif $enemywounded is 0 and $enemyejaculated is 1>>
	The $beasttype leaves you floating in the water.
	<<elseif $enemywounded gte 2 and $enemyejaculated is 0>>
	Feeling that you're more trouble than you're worth, the dolphins flee into the sea.
	<<elseif $enemywounded is 0 and $enemyejaculated gte 2>>
	The dolphins leave you spent and shivering in the water.
	<<elseif $enemywounded gte 1 and $enemyejaculated gte 1>>
	The dolphins leave you spent and shivering in the water.
	<</if>>

<</if>>

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>

<<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>>

<<generate1>><<person1>>A whistle blows, startling the dolphins. A lifeguard in a small boat races toward you. The dolphins make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.

<<tearful>> you gather yourself.

<<clotheson>>
<<endcombat>>

<<destinationeventend>>
<</if>>

:: Sea Squid [nobr]
<<water>><<effects>>
<<set $squidcount += 1>>
You feel a thrill as you let the squid continue its devilish work.<<deviancy1>>

<<destinationeventend>>

:: Sea Pull [nobr]
<<water>><<effects>>

You pull the squid and its probing tentacles away from you.

<<destinationeventend>>


code:
:: Sea Beach [nobr]
<<set $outside to 1>><<set $location to "beach">><<water>><<effects>><<set $bus to "seabeach">>

You are swimming in the sea along the beach.
<<if $daystate is "day">>
	<<if $weather is "clear">>
	It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of teenagers are playing volleyball.
	<<elseif $weather is "overcast">>
	The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge.
	<<elseif $weather is "rain">>
	The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
	<</if>>
<<elseif $daystate is "dawn">>
	<<if $weather is "clear">>
	It is a popular destination for joggers, some have dogs with them. A few families are setting up windbreakers. A group of teenagers are playing volleyball.
	<<elseif $weather is "overcast">>
	It is a popular destination for joggers, some have dogs with them. Fog blocks your view of the ocean.
	<<elseif $weather is "rain">>
	The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
	<</if>>
<<elseif $daystate is "dusk">>
	<<if $weather is "clear">>
	Families are leaving as the sun sets. A group of teenagers are playing volleyball.
	<<elseif $weather is "overcast">>
	It is mostly deserted, but some people are strolling along the water's edge.
	<<elseif $weather is "rain">>
	The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers.
	<</if>>
<<elseif $daystate is "night">>
	<<if $weather is "clear">>
	It appears deserted, save for a group of teenagers who are drinking around a fire.
	<<elseif $weather is "overcast">>
	It appears deserted.
	<<elseif $weather is "rain">>
	It appears deserted.
	<</if>>
<</if>>

<<if $seaswim is 1>><<set $seaswim to 0>>
You spend some time swimming. <<physique 3>><<swimmingskilluse>>

<</if>>

<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.
<<if $daystate isnot "night">>
You can't leave the water here, people would see you!
	<</if>>

<</if>>

<<if $stress gte 10000>><<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventsseabeach>>
	<<else>>
	<<stripactions>>

<<if $exposed lte 0 or $daystate is "night">>
<<link [[Leave the water (0:02)|Beach]]>><<pass 2>><</link>>

<<elseif $exposed is 1 and $exhibitionism gte 15>>
<<link [[Leave the water (0:02)|Beach Exposed]]>><<pass 2>><<set $phase to 1>><</link>><<exhibitionist2>>

<<elseif $exposed gte 2 and $exhibitionism gte 75>>
<<link [[Leave the water (0:02)|Beach Exposed]]>><<pass 2>><<set $phase to 0>><</link>><<exhibitionist5>>

<</if>>

<<link [[Practice swimming (0:30)|Sea Beach]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>>

	<<if $unclad is 0>>
<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

	<</if>>

<<searocks>><<swimmingdifficultytext0>>

<<seadocks>><<swimmingdifficultytext0>>

	<</if>>
<</if>>

<<set $eventskip to 0>>

:: Sea Rocks [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "searocks">>

You are swimming in the sea near some rocks, west of the beach.
<<if $daystate is "night">>
	<<if $weather is "rain">>
The dark water is hammered by rain all around you.
	<<else>>
The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
The surface is agitated by the deluge of rain.
	<<else>>
The water is calm and clear.
	<</if>>
<</if>>

<<if $seaswim is 1>><<set $seaswim to 0>>
You spend some time swimming.<<physique 3>><<swimmingskilluse>>
<</if>>

<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.

<</if>>

<<if $stress gte 10000>><<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventssea>>
	<<else>>

<<link [[Climb onto the rocks (0:02)|Rocks]]>><<pass 2>><</link>>

<<link [[Practice swimming (0:30)|Sea Rocks]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>>

<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

<<seabeach>><<swimmingdifficultytext0>>

	<</if>>
<</if>>

<<set $eventskip to 0>>

:: Rocks [nobr]
<<set $outside to 1>><<set $location to "sea">><<effects>>

You are on the rocks to the west of the beach. Most of them become covered by water depending on the tide. The rocks hide you from view of the town.

<<if $phase is 1>><<set $phase to 0>>
You search for pieces of seaweed long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantupper>>

	<<if $rng gte 91 and $chestparasite is 0 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small sea urchins have latched to your teats. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.<<set $chestparasite to 1>><<set $parasitestat += 1>><<garousal>><<arousal 6>>

	<</if>>
<</if>>

<<if $phase is 2>><<set $phase to 0>>
You search for pieces of seaweed long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing.
<<plantlower>>

	<<if $rng gte 91 and $penisparasite is 0 and $penisexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small sea urchin has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $penisparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

	<<elseif $rng gte 91 and $clitparasite is 0 and $vaginaexist is 1 and $parasitedisable is "f">>
Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small sea urchin has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $clitparasite to 1>><<garousal>><<arousal 6>><<set $parasitestat += 1>>

	<</if>>

<</if>>

<<if $stress gte 10000>><<passoutbeach>>
<<else>>

<<if $upperexposed gte 2 or $upperwetstage gte 3>>
<<link [[Make a top out of seaweed (0:20)|Rocks]]>><<pass 20>><<set $phase to 1>><</link>>

<</if>>
<<if $lowerexposed gte 2 and $underexposed gte 1 or $lowerwetstage gte 3 and $underwetstage gte 3 or $lowerwetstage gte 3 and $underexposed gte 1 or $lowerexposed gte 2 and $underwetstage gte 3>>
<<link [[Make a skirt out of seaweed (0:20)|Rocks]]>><<pass 20>><<set $phase to 2>><</link>>

<</if>>

<<link [[Go into the water (0:02)|Sea Rocks]]>><<pass 2>><</link>>

<</if>>
<<set $eventskip to 0>>

:: Sea Docks [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "seadocks">>

You are swimming in the sea near the docks, east of the beach.
<<if $daystate is "night">>
	<<if $weather is "rain">>
The dark water is hammered by rain all around you.
	<<else>>
The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
The surface is agitated by the deluge of rain.
	<<else>>
The docks bustle with activity. The water is calm and clear.
	<</if>>
<</if>>

<<if $seaswim is 1>><<set $seaswim to 0>>
You spend some time swimming.<<physique 3>><<swimmingskilluse>>
<</if>>

<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.

<</if>>

<<if $stress gte 10000>><<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventssea>>
	<<else>>

<<link [[Climb onto the docks (0:02)|Mer Street]]>><<pass 2>><</link>>

<<link [[Practice swimming (0:30)|Sea Docks]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>>

<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

<<seabeach>><<swimmingdifficultytext0>>

<<seacliffs>><<swimmingdifficultytext100>>

	<</if>>
<</if>>

<<set $eventskip to 0>>

:: Sea Cliffs [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "seacliffs">>

You are swimming in the sea at the base of some cliffs, east of the docks. A large storm drain exits above you, creating a waterfall.
<<if $daystate is "night">>
	<<if $weather is "rain">>
The dark water is hammered by rain all around you.
	<<else>>
The water is dark and foreboding.
	<</if>>
<<else>>
	<<if $weather is "rain">>
The surface is agitated by the deluge of rain.
	<<else>>
The water is calm and clear.
	<</if>>
<</if>>

<<if $seaswim is 1>><<set $seaswim to 0>>
You spend some time swimming.<<physique 3>><<swimmingskilluse>>
<</if>>

<<if $exposed gte 1>>
You keep your <<lewdness>> hidden beneath the surface of the water.

<</if>>

<<if $stress gte 10000>><<passoutbeach>>
<<else>>
<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
	<<if $danger gte (9900 - $allure) and $eventskip is 0>>
	<<eventssea>>
	<<else>>
		<<set $swimmingdifficulty to random(1,100)>><<swimmingcheck>>
		<<if $swimmingcheck is "fail">>
		You try to swim against the tide, but it's too strong for you. You are swept out to sea.

<<link [[Next|Sea]]>><<set $sea to 0>><</link>>

		<<elseif $swimmingcheck is "pass">>

<<link [[Practice swimming (0:30)|Sea Cliffs]]>><<pass 30>><<stress -6>><<tiredness 6>><<set $seaswim to 1>><</link>><<gswimming>><<lstress>><<gtiredness>><<swimmingdifficultytext100>>

<<link [[Swim out to sea (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext100>>

<<seadocks>><<swimmingdifficultytext0>>

		<</if>>
	<</if>>
<</if>>

<<set $eventskip to 0>>

:: Sea [nobr]
<<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "sea">>

<<if $sea is 0>>
	You are swimming in the sea. You are near the beach outside town.<<physique>>

	<<if $stress gte 10000>><<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,100)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

	<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<set $sea += 10>><<pass 10>><<tiredness 2>><</link>><<gtiredness>><<swimmingdifficultytext100>>

	<<link [[Swim Towards Shore (0:10)|Sea Beach]]>><<pass 10>><<tiredness 2>><<set $sea to 0>><</link>><<gtiredness>><<swimmingdifficultytext0>>

			<</if>>
		<</if>>
	<</if>>

<<elseif $sea lte 20>>
	You are swimming in the sea. You can see the town nearby.<<physique>>

	<<if $stress gte 10000>><<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,100)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

	<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficultytext200>>

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext100>>

			<</if>>
		<</if>>
	<</if>>

<<elseif $sea lte 50>>
	You are swimming in the sea. You can see the town in the distance.<<physique>>

	<<if $stress gte 10000>><<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,200)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

	<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficultytext300>>

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext100>>

			<</if>>
		<</if>>
	<</if>>

<<elseif $sea lte 99>>
	You are swimming in the sea. You can see the town on the horizon.<<physique>>

	<<if $stress gte 10000>><<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,300)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

	<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Further out (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea += 10>><</link>><<gtiredness>><<swimmingdifficultytext400>>

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext200>>

			<</if>>
		<</if>>
	<</if>>

<<elseif $sea gte 100>><<set $sea to 100>>
	You are swimming in the sea. You can see the town on the horizon.<<physique>>

	<<if $stress gte 10000>><<passoutbeach>>
	<<else>>
	<<set $danger to random(1, 10000)>><<set $dangerevent to 0>>
		<<if $danger gte (9900 - $allure) and $eventskip is 0>>
		<<eventdeepsea>>
		<<else>>
			<<set $swimmingdifficulty to random(-100,400)>><<swimmingcheck>>
			<<if $swimmingcheck is "fail">>
			You try to swim against the tide, but it's too strong for you. You are swept further out to sea.

	<<link [[Next|Sea]]>><<set $sea += 10>><</link>>

			<<elseif $swimmingcheck is "pass">>
			You successfully swim against the tide.

	<<link [[Swim Towards Shore (0:10)|Sea]]>><<pass 10>><<tiredness 2>><<set $sea -= 10>><</link>><<gtiredness>><<swimmingdifficultytext300>>

			<</if>>
		<</if>>
	<</if>>
<</if>>

<<set $eventskip to 0>>

repo_name: TonyBologna/degrees


code:
:: Widgets Events Sea [widget]
<<widget "eventsseabeach">><<nobr>>

<<if $daystate isnot "night" and $weather is "clear">>

	<<if $rng gte 96>>
	<<sea1>>
	<<elseif $rng gte 81>>
	<<seabeach1>>
	<<elseif $rng gte 61>>
	<<sea5>>
	<<elseif $rng gte 36>>
	<<seatangle>>
	<<else>>
	<<sea2>>
	<</if>>

<<elseif $daystate isnot "night" and $weather is "rain">>

	<<if $rng gte 96>>
	<<sea1>>
	<<elseif $rng gte 81>>
	<<seabeach2>>
	<<elseif $rng gte 71>>
	<<searape>>
	<<elseif $rng gte 51>>
	<<sea5>>
	<<elseif $rng gte 36>>
	<<seatangle>>
	<<else>>
	<<sea2>>
	<</if>>

<<elseif $daystate isnot "night">>

	<<if $rng gte 81>>
	<<sea1>>
	<<elseif $rng gte 71>>
	<<searape>>
	<<elseif $rng gte 51>>
	<<sea5>>
	<<elseif $rng gte 36>>
	<<seatangle>>
	<<else>>
	<<sea2>>
	<</if>>

<<else>>

	<<if $rng gte 95>>
	<<if $swarmdisable is "f">><<sea3>><<else>><<sea1>><</if>>
	<<elseif $rng gte 81>>
	<<sea1>>
	<<elseif $rng gte 61>>
	<<sea5>>
	<<else>>
	<<sea2>>
	<</if>>

<</if>>

<</nobr>><</widget>>

<<widget "eventssea">><<nobr>>

	<<if $rng gte 91>>
	<<if $swarmdisable is "f">><<sea3>><<else>><<sea1>><</if>>
	<<elseif $rng gte 81>>
	<<sea1>>
	<<elseif $rng gte 71>>
	<<searape>>
	<<elseif $rng gte 51>>
	<<sea5>>
	<<elseif $rng gte 36>>
	<<seatangle>>
	<<else>>
	<<sea2>>
	<</if>>

<</nobr>><</widget>>

<<widget "eventdeepsea">><<nobr>>

	<<if $rng gte 86>>
	<<if $swarmdisable is "f">><<sea3>><<else>><<sea1>><</if>>
	<<elseif $rng gte 71>>
	<<sea1>>
	<<elseif $rng gte 56>>
	<<sea4>>
	<<elseif $rng gte 41>>
	<<seavore>>
	<<elseif $rng gte 25>>
	<<sea5>>
	<<else>>
	<<seatentacles>>
	<</if>>

<</nobr>><</widget>>

:: Widgets Sea [widget]
<<widget "seabeach1">><<nobr>>
<<set $rng to random(1, 100)>>

<<generate1>><<person1>>A <<person>> swims up to you and grabs your butt.<<if $undertype is "naked" and $lowertype is "naked">> "Not wearing anything down here? You're such a naughty <<girlstop>>"<</if>> <<He>> fondles you with increasing passion.

<<if $rng gte 81>>
<<link [[Pull away|Sea Beach Molestation]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<link [[Pull away|Sea Beach Molestation Finish]]>><<set $finish to 1>><</link>>
<</if>>

<<link [[Allow it|Sea Beach Molestation]]>><<set $sexstart to 1>><</link>><<promiscuous1>>

<</nobr>><</widget>>

<<widget "seabeach2">><<nobr>>
<<set $rng to random(1, 100)>>
A large wave heads towards you. Before it reaches you however, a <<generate1>><<person1>><<person>> on a surf board plucks you from the water as <<he>> sails past. <<He>> holds down your arms with one hand and muzzles you with the other.

<<link [[Next|Sea Beach Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</link>>

<</nobr>><</widget>>

<<widget "sea1">><<nobr>>
<<set $rng to random(1, 100)>>
<<if $bestialitydisable is "f" and $rng gte 81>>
Three dolphins swim up to you and nudge you playfully. You pet them back, but they're persistent. One of them starts rubbing against you while the other two prevent you from moving away.

<<link [[Next|Sea Dolphins]]>><<set $molestationstart to 1>><</link>>
<<else>>
Three dolphins swim up to you and nudge you playfully. You pet them back. <<lstress>><<ltrauma>><<stress -12>><<trauma -6>>

	<<if $deviancy gte 35 and $bestialitydisable is "f">>
	<<link [[Pet them lewdly|Sea Dolphins Sex]]>><<set $sexstart to 1>><</link>><<deviant3>>

	<</if>>

<<destinationeventend>>
<</if>>

<</nobr>><</widget>>

<<widget "sea2">><<nobr>>
<<set $rng to random(1, 100)>>
A large wave heads towards you.

<<if $uncladoutfit is 0 and $uncladupper is 0 and $uncladlower is 0 and $uncladunder is 0>>
You are pulled into the wave and sucked upwards, before floating back down on the other side. That was fun!<<lstress>><<stress -12>>
<<else>>
You are pulled into the wave and sucked upwards. The force tears your clothes away from your grip!

	<<if $rng gte 81>>
After the wave has passed you look around for your missing clothing, but it's nowhere to be found. Your clothes lost, you become much more conscious of your <<nuditystop>><<garousal>><<gstress>><<arousal 6>><<stress 6>><<set $unclad to 0>>
		<<if $uncladoutfit is 1>><<set $uncladoutfit to 0>>
		<<upperruined>><<lowerruined>>
		<</if>>
		<<if $uncladupper is 1>><<set $uncladupper to 0>>
		<<upperruined>>
		<</if>>
		<<if $uncladlower is 1>><<set $uncladlower to 0>>
		<<lowerruined>>
		<</if>>
		<<if $uncladunder is 1>><<set $uncladunder to 0>>
		<<underruined>>
		<</if>>
	<<else>>
After the wave has passed you look around for your missing clothing, and see it floating not far from you. You swim over to it, not feeling relief until it's recovered.
	<</if>>
<</if>>

<<destinationeventend>>

<</nobr>><</widget>>

<<widget "sea3">><<nobr>>
<<set $rng to random(1, 100)>>
You feel something rub against your leg. You look down and see the culprit, an eel. More arrive; they twirl around you, their slimy caresses at once disgusting you and inciting shameful feelings. Swarms of them are rising from the depths beneath you. You look around and see a buoy not too far away. If you could swim to it, you could climb to safety.

<<link [[Next|Sea Eels]]>><<set $molestationstart to 1>><</link>>

<</nobr>><</widget>>

<<widget "sea4">><<nobr>>
<<generate1>><<generate2>>
A fishing boat turns towards you, and heads in your direction. The net envelops you, and you are hoisted onto the deck.

A <<person1>><<person>> and <<person2>><<person>> smile down at you. "We got ourselves a lively one," says the <<person1>><<personstop>>

<<link [[Next|Boat Molestation]]>><<set $molestationstart to 1>><</link>>

<</nobr>><</widget>>

<<widget "sea5">><<nobr>>

<<if $bestialitydisable is "f">>
	<<if $squidcount is 0>>

	You feel something soft touch your <<genitalsstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<arousal 6>>

	<<elseif $squidcount is 1>>

	You feel something soft touch your <<breastsstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<arousal 6>>

	<<elseif $squidcount is 2>>

	You feel something soft touch your <<breastsstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<arousal 6>>

	<<elseif $squidcount is 3>>

	You feel something soft touch your <<bottomstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<arousal 6>>

	<<else>>

	You feel something soft touch your skin. You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<arousal 6>>

	<</if>>

<<link [[Let it continue|Sea Squid]]>><</link>><<deviant1>>

<<link [[Pull it away|Sea Pull]]>><</link>>

<<else>>
<<sea2>>
<</if>>
<</nobr>><</widget>>

<<widget "seavore">><<nobr>>
<<if $voredisable is "f">>
A large creature emerges from the depths, drawn by your scent. Before you even know it's there, it grabs your legs with its maw, gripping you tight.

<<link [[Next|Sea Vore]]>><<set $molestationstart to 1>><</link>>
<<else>>
<<sea1>>
<</if>>

<</nobr>><</widget>>

<<widget "seatangle">><<nobr>>
<<if $lowertype isnot "naked" and $lowertype isnot "chastity">>
Your waist becomes tangled in seaweed. It would be easier to untangle if you removed your <<bottoms>> first, and there's no one else around...

<<link [[Undress|Sea Tangle Undress]]>><</link>><<exhibitionist1>>

<<link [[Don't undress (0:01)|Sea Tangle]]>><<pass 1>><<stress 6>><</link>><<gstress>>

<<else>>
Your waist becomes tangled in seaweed. It takes a minute to free yourself.<<pass 1>><<stress 1>><<gstress>>

<<destinationeventend>>

<</if>>
<</nobr>><</widget>>

<<widget "searape">><<nobr>>
<<generate1>><<person1>>
Something grabs you firmly by the ankle, and drags you beneath the water. A <<person>> rises from the murk, wearing a diving mask.

<<link [[Next|Sea Rape]]>><<set $molestationstart to 1>><</link>>

<</nobr>><</widget>>

<<widget "seatentacles">><<nobr>>
<<if $tentacledisable is "f">>
Something brushes against your leg, then grabs you by the waist. Several tentacles rise from the water.

<<link [[Next|Sea Tentacles]]>><<set $molestationstart to 1>><</link>>

<<else>>
<<seavore>>
<</if>>
<</nobr>><</widget>>

:: Widgets Sea Beach [widget]
<<widget "seabeach">><<nobr>>

<<link [[Swim to the beach (0:10)|Sea Beach]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>

<</nobr>><</widget>>

<<widget "seabeachquick">><<nobr>>

<<link [[Swim to the beach|Sea Beach]]>><</link>>

<</nobr>><</widget>>

<<widget "seabeacheventend">><<nobr>>

<<link [[Next|Sea Beach]]>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>

:: Widgets Sea Docks [widget]
<<widget "seadocks">><<nobr>>

<<link [[Swim to the docks (0:10)|Sea Docks]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>

<</nobr>><</widget>>

<<widget "seadocksquick">><<nobr>>

<<link [[Swim to the docks|Sea Docks]]>><</link>>

<</nobr>><</widget>>

<<widget "seadockseventend">><<nobr>>

<<link [[Next|Sea Docks]]>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>

:: Widgets Sea Cliffs [widget]
<<widget "seacliffs">><<nobr>>

<<link [[Swim to the cliffs (0:10)|Sea Cliffs]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>

<</nobr>><</widget>>

<<widget "seacliffsquick">><<nobr>>

<<link [[Swim to the cliffs|Sea Cliffs]]>><</link>>

<</nobr>><</widget>>

<<widget "seacliffseventend">><<nobr>>

<<link [[Next|Sea Cliffs]]>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>

:: Widgets Deep Sea [widget]
<<widget "seamove">><<nobr>>

<<link [[Next (0:10)|Sea]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>

<</nobr>><</widget>>

<<widget "seamovequick">><<nobr>>

<<link [[Next|Sea]]>><</link>>

<</nobr>><</widget>>

<<widget "seamoveeventend">><<nobr>>

<<link [[Next|Sea]]>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>

:: Widgets Sea Rocks [widget]
<<widget "searocks">><<nobr>>

<<link [[Swim to the rocks (0:10)|Sea Rocks]]>><<pass 10>><<tiredness 2>><</link>><<gtiredness>>

<</nobr>><</widget>>

<<widget "searocksquick">><<nobr>>

<<link [[Swim to the rocks|Sea Rocks]]>><</link>>

<</nobr>><</widget>>

<<widget "searockseventend">><<nobr>>

<<link [[Next|Sea Rocks]]>><<set $eventskip to 1>><</link>>

<</nobr>><</widget>>


code:
:: Clothing Shop [nobr]
<<set $outside to 0>><<set $location to "town">><<effects>>

You are in the clothing shop. It has a large selection of ordinary clothes, but you'll need to go elsewhere if you're looking for something exotic.

<<if $stress gte 10000>><<passoutshop>>
<<else>>
<<if $hour is 21>>
It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>>

<<if $exposed lte 0>>
<<link [[Go Outside|High Street]]>><</link>>

<<else>>
<<link [[Hide until it's over (1:00)|Clothing Shop]]>><<pass 1 hour>><</link>>
<</if>>
<<else>>

<<if $daystate is "night">>
You are alone in the darkness.

<<elseif $exposed gte 1>>
You are hiding within a clothing stand to protect your dignity.

<</if>>

<<if $clothingrebuy is 1>>
<<link [[Disable automatic clothing replacements|Clothing Shop]]>><<set $clothingrebuy to 0>><</link>>

<<else>>
<<link [[Enable automatic clothing replacements|Clothing Rebuy]]>><</link>>

<</if>>

[[View outfits|Outfit Shop]]

[[View tops|Top Shop]]

[[View bottoms|Bottom Shop]]

[[View underwear|Underwear Shop]]

<<if $daystate is "night" and $hour isnot 21 and $clothingshoptheft isnot 1>>
<<link [[Examine the cash register|Clothing Shop Register]]>><</link>>

<</if>>

[[Leave|Shopping Centre Top]]

<</if>>
<</if>>

:: Clothing Shop Sneak [nobr]
<<set $outside to 0>><<effects>><<set $lock to 0>>

	<<if $skulduggery gte $lock>>
	The lock looks easy to pick.

	<<link [[Pick it (0:10)|Clothing Shop]]>><<pass 10>><<crimeup 1>><</link>><<crime>>

	<<else>>
	The lock looks beyond your ability to pick.<<skulduggeryrequired>>

	<</if>>

<<link [[Leave|Shopping Centre Top]]>><</link>>

:: Outfit Shop [nobr]
<<set $outside to 0>><<effects>>

<<if $colouraction isnot 0>><<set $colouraction to 0>>
You acquire a new garment.

<</if>>

<<if $phase is 0>>

<<link [[Sundresses|Outfit Shop]]>><<set $phase to 1>><</link>>

<<link [[School swimsuits|Outfit Shop]]>><<set $phase to 2>><</link>>

<<link [[Evening Gowns|Outfit Shop]]>><<set $phase to 3>><</link>>

[[Back|Clothing Shop]]

<<elseif $phase is 1>>

A <<integrity3>>, <<reveal3>> sundress. Great for frolicking. Costs £15.

<<if $uppersundressno gte 1>>
Buying a new sundress will replace your current one.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Outfit Shop]]>><<set $phase to 0>><<set $sundresscolourchoice to $colouraction>><<set $uppersundressnew to 1>><<set $uppersundressno to 1>><<set $lowersundressnew to 1>><<set $lowersundressno to 1>><<uppersundress>><<lowersundress>><<crimeup 15>><</link>><<crime>>

<<elseif $money gte 1500>>

<<link [[Buy and wear|Outfit Shop]]>><<set $phase to 0>><<set $money -= 1500>><<set $sundresscolourchoice to $colouraction>><<set $uppersundressnew to 1>><<set $uppersundressno to 1>><<set $lowersundressnew to 1>><<set $lowersundressno to 1>><<uppersundress>><<lowersundress>><</link>>

<<link [[Buy and send home|Outfit Shop]]>><<set $phase to 0>><<set $money -= 1500>><<set $sundresscolourchoice to $colouraction>><<set $uppersundressnew to 1>><<set $uppersundressno to 1>><<set $lowersundressnew to 1>><<set $lowersundressno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Outfit Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 2>>

A <<integrity2>>, <<reveal5>> school swimsuit. For girls. Costs £15.

<<if $upperschoolswimsuitno gte 1>>
Buying a new school swimsuit will replace your current one.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Outfit Shop]]>><<set $phase to 0>><<set $schoolswimsuitcolourchoice to $colouraction>><<set $upperschoolswimsuitnew to 1>><<set $upperschoolswimsuitno to 1>><<set $lowerschoolswimsuitnew to 1>><<set $lowerschoolswimsuitno to 1>><<upperschoolswimsuit>><<lowerschoolswimsuit>><<crimeup 15>><</link>><<crime>>

<<elseif $money gte 1500>>

<<link [[Buy and wear|Outfit Shop]]>><<set $phase to 0>><<set $money -= 1500>><<set $schoolswimsuitcolourchoice to $colouraction>><<set $upperschoolswimsuitnew to 1>><<set $upperschoolswimsuitno to 1>><<set $lowerschoolswimsuitnew to 1>><<set $lowerschoolswimsuitno to 1>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</link>>

<<link [[Buy and send home|Outfit Shop]]>><<set $phase to 0>><<set $money -= 1500>><<set $schoolswimsuitcolourchoice to $colouraction>><<set $upperschoolswimsuitnew to 1>><<set $upperschoolswimsuitno to 1>><<set $lowerschoolswimsuitnew to 1>><<set $lowerschoolswimsuitno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Outfit Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 3>>

A <<integrity5>>, <<reveal5>> evening gown. For formal nights out. Costs £120.

<<if $uppereveninggownno gte 1>>
Buying a new evening gown will replace your current one.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Outfit Shop]]>><<set $phase to 0>><<set $eveninggowncolourchoice to $colouraction>><<set $uppereveninggownnew to 1>><<set $uppereveninggownno to 1>><<set $lowereveninggownnew to 1>><<set $lowereveninggownno to 1>><<uppereveninggown>><<lowereveninggown>><<crimeup 100>><<crimeup 20>><</link>><<crime>>

<<elseif $money gte 12000>>

<<link [[Buy and wear|Outfit Shop]]>><<set $phase to 0>><<set $money -= 12000>><<set $eveninggowncolourchoice to $colouraction>><<set $uppereveninggownnew to 1>><<set $uppereveninggownno to 1>><<set $lowereveninggownnew to 1>><<set $lowereveninggownno to 1>><<uppereveninggown>><<lowereveninggown>><</link>>

<<link [[Buy and send home|Outfit Shop]]>><<set $phase to 0>><<set $money -= 12000>><<set $eveninggowncolourchoice to $colouraction>><<set $uppereveninggownnew to 1>><<set $uppereveninggownno to 1>><<set $lowereveninggownnew to 1>><<set $lowereveninggownno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Outfit Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<</if>>

:: Top Shop [nobr]
<<set $outside to 0>><<effects>>

<<if $colouraction isnot 0>><<set $colouraction to 0>>
You acquire a new garment.

<</if>>

<<if $phase is 0>>

<<link [[Pyjama tops|Top Shop]]>><<set $phase to 1>><</link>>

<<link [[Bikini tops|Top Shop]]>><<set $phase to 2>><</link>>

<<link [[T-shirts|Top Shop]]>><<set $phase to 3>><</link>>

<<link [[School shirts|Top Shop]]>><<set $phase to 4>><</link>>

<<link [[Tank tops|Top Shop]]>><<set $phase to 5>><</link>>

[[Back|Clothing Shop]]

<<elseif $phase is 1>>

A <<integrity3>>, <<reveal2>> pyjama shirt. Keeps you warm at night. Costs £10.

<<if $upperpjsno gte 1>>
Buying a new pyjama shirt will replace your current one.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Top Shop]]>><<set $phase to 0>><<set $upperpjscolourchoice to $colouraction>><<set $upperpjsnew to 1>><<set $upperpjsno to 1>><<upperpjs>><<crimeup 10>><</link>><<crime>>

<<elseif $money gte 1000>>
<<link [[Buy and wear|Top Shop]]>><<set $phase to 0>><<set $money -= 1000>><<set $upperpjscolourchoice to $colouraction>><<set $upperpjsnew to 1>><<set $upperpjsno to 1>><<upperpjs>><</link>>

<<link [[Buy and send home|Top Shop]]>><<set $phase to 0>><<set $money -= 1000>><<set $upperpjscolourchoice to $colouraction>><<set $upperpjsnew to 1>><<set $upperpjsno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Top Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 2>>

A <<integrity1>>, <<reveal7>> bikini top. Revealing Swimwear. Costs £30.

<<if $upperbikinino gte 1>>
Buying a new bikini top will replace your current one.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Top Shop]]>><<set $phase to 0>><<set $upperbikinicolourchoice to $colouraction>><<set $upperbikininew to 1>><<set $upperbikinino to 1>><<upperbikini>><<crimeup 30>><</link>><<crime>>

<<elseif $money gte 3000>>
<<link [[Buy and wear|Top Shop]]>><<set $phase to 0>><<set $money -= 3000>><<set $upperbikinicolourchoice to $colouraction>><<set $upperbikininew to 1>><<set $upperbikinino to 1>><<upperbikini>><</link>>

<<link [[Buy and send home|Top Shop]]>><<set $phase to 0>><<set $money -= 3000>><<set $upperbikinicolourchoice to $colouraction>><<set $upperbikininew to 1>><<set $upperbikinino to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Top Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 3>>

A <<integrity4>>, <<reveal3>> t-shirt. Cool and casual. Costs £10.

<<if $tshirtno gte 1>>
Buying a new t-shirt will replace your current one.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Top Shop]]>><<set $phase to 0>><<set $tshirtcolourchoice to $colouraction>><<set $tshirtnew to 1>><<set $tshirtno to 1>><<tshirt>><<crimeup 10>><</link>><<crime>>

<<elseif $money gte 1000>>
<<link [[Buy and wear|Top Shop]]>><<set $phase to 0>><<set $money -= 1000>><<set $tshirtcolourchoice to $colouraction>><<set $tshirtnew to 1>><<set $tshirtno to 1>><<tshirt>><</link>>

<<link [[Buy and send home|Top Shop]]>><<set $phase to 0>><<set $money -= 1000>><<set $tshirtcolourchoice to $colouraction>><<set $tshirtnew to 1>><<set $tshirtno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Top Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 4>>

A <<integrity6>>, <<reveal2>> shirt for school. A must-have for students. Costs £25.

<<if $schoolshirtno gte 1>>
Buying a new t-shirt will replace your current one.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Top Shop]]>><<set $phase to 0>><<set $schoolshirtcolourchoice to $colouraction>><<set $schoolshirtnew to 1>><<set $schoolshirtno to 1>><<schoolshirt>><<crimeup 25>><</link>><<crime>>

<<elseif $money gte 2500>>
<<link [[Buy and wear|Top Shop]]>><<set $phase to 0>><<set $money -= 2500>><<set $schoolshirtcolourchoice to $colouraction>><<set $schoolshirtnew to 1>><<set $schoolshirtno to 1>><<schoolshirt>><</link>>

<<link [[Buy and send home|Top Shop]]>><<set $phase to 0>><<set $money -= 2500>><<set $schoolshirtcolourchoice to $colouraction>><<set $schoolshirtnew to 1>><<set $schoolshirtno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Top Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 5>>

A <<integrity4>>, <<reveal4>> tank top. Helps stay cool. Costs £10.

<<if $tanktopno gte 1>>
Buying a new tank top will replace your current one.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Top Shop]]>><<set $phase to 0>><<set $tanktopcolourchoice to $colouraction>><<set $tanktopnew to 1>><<set $tanktopno to 1>><<tanktop>><<crimeup 25>><</link>><<crime>>

<<elseif $money gte 1000>>
<<link [[Buy and wear|Top Shop]]>><<set $phase to 0>><<set $money -= 1000>><<set $tanktopcolourchoice to $colouraction>><<set $tanktopnew to 1>><<set $tanktopno to 1>><<tanktop>><</link>>

<<link [[Buy and send home|Top Shop]]>><<set $phase to 0>><<set $money -= 1000>><<set $tanktopcolourchoice to $colouraction>><<set $tanktopnew to 1>><<set $tanktopno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Top Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<</if>>

:: Bottom Shop [nobr]
<<set $outside to 0>><<effects>>

<<if $colouraction isnot 0>><<set $colouraction to 0>>
You acquire a new garment.

<</if>>

<<if $phase is 0>>

<<link [[Pyjama bottoms|Bottom Shop]]>><<set $phase to 1>><</link>>

<<link [[Bikini bottoms|Bottom Shop]]>><<set $phase to 2>><</link>>

<<link [[Shorts|Bottom Shop]]>><<set $phase to 3>><</link>>

<<link [[School shorts|Bottom Shop]]>><<set $phase to 4>><</link>>

<<link [[School skirt|Bottom Shop]]>><<set $phase to 5>><</link>>

<<link [[School swim shorts|Bottom Shop]]>><<set $phase to 6>><</link>>

[[Back|Clothing Shop]]

<<elseif $phase is 1>>

A pair of <<integrity3>>, <<reveal2>> pyjama bottoms. Keeps you warm at night. Costs £10.

<<if $lowerpjsno gte 1>>
Buying new pyjama bottoms will replace your current ones.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $lowerpjscolourchoice to $colouraction>><<set $lowerpjsnew to 1>><<set $lowerpjsno to 1>><<lowerpjs>><<crimeup 10>><</link>><<crime>>

<<elseif $money gte 1000>>
<<link [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money -= 1000>><<set $lowerpjscolourchoice to $colouraction>><<set $lowerpjsnew to 1>><<set $lowerpjsno to 1>><<lowerpjs>><</link>>

<<link [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money -= 1000>><<set $lowerpjscolourchoice to $colouraction>><<set $lowerpjsnew to 1>><<set $lowerpjsno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 2>>

A pair of <<integrity1>>, <<reveal7>> bikini bottoms. Revealing Swimwear. Costs £30.

<<if $lowerbikinino gte 1>>
Buying new bikini bottoms will replace your current ones.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $lowerbikinicolourchoice to $colouraction>><<set $lowerbikininew to 1>><<set $lowerbikinino to 1>><<lowerbikini>><<crimeup 30>><</link>><<crime>>

<<elseif $money gte 3000>>
<<link [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money -= 3000>><<set $lowerbikinicolourchoice to $colouraction>><<set $lowerbikininew to 1>><<set $lowerbikinino to 1>><<lowerbikini>><</link>>

<<link [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money -= 3000>><<set $lowerbikinicolourchoice to $colouraction>><<set $lowerbikininew to 1>><<set $lowerbikinino to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 3>>

A pair of <<integrity3>>, <<reveal3>> shorts. Cool and Loose-fitting. Costs £10.

<<if $shortsno gte 1>>
Buying new shorts will replace your current ones.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $shortscolourchoice to $colouraction>><<set $shortsnew to 1>><<set $shortsno to 1>><<shorts>><<crimeup 10>><</link>><<crime>>

<<elseif $money gte 1000>>
<<link [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money -= 1000>><<set $shortscolourchoice to $colouraction>><<set $shortsnew to 1>><<set $shortsno to 1>><<shorts>><</link>>

<<link [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money -= 1000>><<set $shortscolourchoice to $colouraction>><<set $shortsnew to 1>><<set $shortsno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 4>>

A pair of <<integrity5>>, <<reveal3>> school shorts. Boy's school uniform. Costs £20.

<<if $schoolshortsno gte 1>>
Buying new school shorts will replace your current ones.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $schoolshortscolourchoice to $colouraction>><<set $schoolshortsnew to 1>><<set $schoolshortsno to 1>><<schoolshorts>><<crimeup 20>><</link>><<crime>>

<<elseif $money gte 2000>>
<<link [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money -= 2000>><<set $schoolshortscolourchoice to $colouraction>><<set $schoolshortsnew to 1>><<set $schoolshortsno to 1>><<schoolshorts>><</link>>

<<link [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money -= 2000>><<set $schoolshortscolourchoice to $colouraction>><<set $schoolshortsnew to 1>><<set $schoolshortsno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 5>>

A <<integrity5>>, <<reveal3>> school skirt. Girl's school uniform. Costs £20.

<<if $schoolskirtno gte 1>>
Buying a new school skirt will replace your current one.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $schoolskirtcolourchoice to $colouraction>><<set $schoolskirtnew to 1>><<set $schoolskirtno to 1>><<schoolskirt>><<crimeup 20>><</link>><<crime>>

<<elseif $money gte 2000>>
<<link [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money -= 2000>><<set $schoolskirtcolourchoice to $colouraction>><<set $schoolskirtnew to 1>><<set $schoolskirtno to 1>><<schoolskirt>><</link>>

<<link [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money -= 2000>><<set $schoolskirtcolourchoice to $colouraction>><<set $schoolskirtnew to 1>><<set $schoolskirtno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 6>>

A pair of <<integrity2>>, <<reveal5>> school swim shorts. For boys. Costs £15.

<<if $schoolswimshortsno gte 1>>
Buying new school swim shorts will replace your current ones.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $schoolswimshortscolourchoice to $colouraction>><<set $schoolswimshortsnew to 1>><<set $schoolswimshortsno to 1>><<schoolswimshorts>><<crimeup 15>><</link>><<crime>>

<<elseif $money gte 1500>>
<<link [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money -= 1500>><<set $schoolswimshortscolourchoice to $colouraction>><<set $schoolswimshortsnew to 1>><<set $schoolswimshortsno to 1>><<schoolswimshorts>><</link>>

<<link [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money -= 1500>><<set $schoolswimshortscolourchoice to $colouraction>><<set $schoolswimshortsnew to 1>><<set $schoolswimshortsno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<</if>>

:: Underwear Shop [nobr]
<<set $outside to 0>><<effects>>

<<if $colouraction isnot 0>><<set $colouraction to 0>>
You acquire a new garment.

<</if>>

<<if $phase is 0>>

<<link [[Plain panties|Underwear Shop]]>><<set $phase to 1>><</link>>

<<link [[Lace panties|Underwear Shop]]>><<set $phase to 2>><</link>>

<<link [[Y fronts|Underwear Shop]]>><<set $phase to 3>><</link>>

<<link [[Tights|Underwear Shop]]>><<set $phase to 4>><</link>>

[[Back|Clothing Shop]]

<<elseif $phase is 1>>

A pair of <<integrity3>>, <<reveal3>> plain panties. No-nonsense. Costs £2.

<<if $plainpantiesno gte 1>>
Buying new plain panties will replace your current ones.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Underwear Shop]]>><<set $phase to 0>><<set $plainpantiescolourchoice to $colouraction>><<set $plainpantiesnew to 1>><<set $plainpantiesno to 1>><<plainpanties>><<crimeup 2>><</link>><<crime>>

<<elseif $money gte 200>>
<<link [[Buy and wear|Underwear Shop]]>><<set $phase to 0>><<set $money -= 200>><<set $plainpantiescolourchoice to $colouraction>><<set $plainpantiesnew to 1>><<set $plainpantiesno to 1>><<plainpanties>><</link>>

<<link [[Buy and send home|Underwear Shop]]>><<set $phase to 0>><<set $money -= 200>><<set $plainpantiescolourchoice to $colouraction>><<set $plainpantiesnew to 1>><<set $plainpantiesno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Underwear Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 2>>

A pair of <<integrity2>>, <<reveal4>> lace panties. Fashionably sexy. Costs £6.

<<if $lacepantiesno gte 1>>
Buying new lace panties will replace your current ones.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Underwear Shop]]>><<set $phase to 0>><<set $lacepantiescolourchoice to $colouraction>><<set $lacepantiesnew to 1>><<set $lacepantiesno to 1>><<lacepanties>><<crimeup 6>><</link>><<crime>>

<<elseif $money gte 600>>
<<link [[Buy and wear|Underwear Shop]]>><<set $phase to 0>><<set $money -= 600>><<set $lacepantiescolourchoice to $colouraction>><<set $lacepantiesnew to 1>><<set $lacepantiesno to 1>><<lacepanties>><</link>>

<<link [[Buy and send home|Underwear Shop]]>><<set $phase to 0>><<set $money -= 600>><<set $lacepantiescolourchoice to $colouraction>><<set $lacepantiesnew to 1>><<set $lacepantiesno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Underwear Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 3>>

A pair of <<integrity3>>, <<reveal3>> Y fronts. Snug. Costs £2.

<<if $yfrontsno gte 1>>
Buying new Y fronts will replace your current ones.

<</if>>

There's a range of colours to choose from:

White <<radiobutton "$colouraction" "white" checked>>
| Blue <<radiobutton "$colouraction" "blue">>
| Red <<radiobutton "$colouraction" "red">>
| Green <<radiobutton "$colouraction" "green">>
| Black <<radiobutton "$colouraction" "black">>
| Pink <<radiobutton "$colouraction" "pink">>
| Purple <<radiobutton "$colouraction" "purple">>
| Tangerine <<radiobutton "$colouraction" "tangerine">>
| Yellow <<radiobutton "$colouraction" "yellow">>

<<if $daystate is "night">>
<<link [[Steal it|Underwear Shop]]>><<set $yfrontscolourchoice to $colouraction>><<set $yfrontsnew to 1>><<set $yfrontsno to 1>><<yfronts>><<crimeup 2>><</link>><<crime>>

<<elseif $money gte 200>>
<<link [[Buy and wear|Underwear Shop]]>><<set $phase to 0>><<set $money -= 200>><<set $yfrontscolourchoice to $colouraction>><<set $yfrontsnew to 1>><<set $yfrontsno to 1>><<yfronts>><</link>>

<<link [[Buy and send home|Underwear Shop]]>><<set $phase to 0>><<set $money -= 200>><<set $yfrontscolourchoice to $colouraction>><<set $yfrontsnew to 1>><<set $yfrontsno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Underwear Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<<elseif $phase is 4>>

A pair of <<integrity4>>, <<reveal6>> tights. Sturdy, but don't conceal much. Costs £12.

<<if $tightsno gte 1>>
Buying new tights will replace your current ones.

<</if>>

<<if $daystate is "night">>
<<link [[Steal it|Underwear Shop]]>><<set $tightscolourchoice to $colouraction>><<set $tightsnew to 1>><<set $tightsno to 1>><<tights>><<crimeup 12>><</link>><<crime>>

<<elseif $money gte 1200>>
<<link [[Buy and wear|Underwear Shop]]>><<set $phase to 0>><<set $money -= 1200>><<set $tightscolourchoice to $colouraction>><<set $tightsnew to 1>><<set $tightsno to 1>><<tights>><</link>>

<<link [[Buy and send home|Underwear Shop]]>><<set $phase to 0>><<set $money -= 1200>><<set $tightscolourchoice to $colouraction>><<set $tightsnew to 1>><<set $tightsno to 1>><</link>>

<<else>>
You don't have enough money.
<</if>>

<<link [[Back|Underwear Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</link>>

<</if>>